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MysteriousMiller

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Everything posted by MysteriousMiller

  1. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (8) 1/1 | DM Insp: 1/1 Noodles was grateful for his nervous and twitchy gaze, for without it, the movement in his peripheral vision might have gone unnoticed. "Stop, stop...something, something, something...Oooh! Something dead, not dead! TWIG beware...ALL...BEWARE!" he cried out in alarm. Instinctively the aggressive nature of his goblin "training" kicked in and he hissed at the skeletons, his hands flaring purple as 2 shimmering blades appeared from nowhere. Throwing one directly at the skull of the closest skeleton, he backed away towards his companions, looking for a place to hide on the mist shrouded stairs. Mechanics Main Hand: - Psychic blade 1 Off Hand: - Psychic blade 2 Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - attack with Psychic blade 1 Bonus Action: - look for a hiding spot (Stealth roll) Move: - 30' back to Willowveil Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
  2. "Dash" Clever: 0 | Fierce: 0 | Sly: 2 | Quick: 3 | Danger: 1 | Lock/Unlock, Open/Close Dash shivered as Broom described the men with Rabbits feet about their shoulders, but his most violent tremble came at the description of the white haired man. "By the moon's sivery glow, he sounds awful!" he replied "We shall need our wits about us. Let's head over there...but stay stealthy...I'd hate any of us to lose any body parts!!!"
  3. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (8) 1/1 | DM Insp: 1/1 Noodles was impressed! He had sat and stared and scratched his head (and his butt), yet he had been getting nowhere with the strange language. Even in his dreaming the letters had made no sense. Question and Willowveil, on the other hand, had quickly deciphered the meaning and within a short space of time the doors stood open before them. Worried that they might slam shut again, the little "goblin-gnome" urged the group forwards. "On, on...in, in...down, down...quick, quick" he called out in a sing-song voice, giggling and slobbering as he cheerfully took the lead, his eyes quickly becoming accustomed to the gloom as they twitched this way and that, ever on the lookout for danger. Mechanics Main Hand: - nothing Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - looking for traps Bonus Action: - none Move: - down staircase Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
  4. PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 As the diabolical figure slashes his blade across the boy's throat Ru gasps, then her face hardens, knowing that this nest of vipers must be swiftly dispatched. "Take down the fiend! Let's see how they cope without their master!" she cries, before uttering a word of power and taking the Raven Queens Blessing. A fraction of a second later she stands right behind the demonic creature, her blade snaking out before her form becomes ghostly and translucent. "Flee while you can milady!" she warns Lady Rumlyn. Mechanics Main Hand: Rapier Off Hand: Empty Action: Rapier attack (adv) Bonus Action: Blessings of the Raven Queen (teleport to square directly behind the fiend (N) - resistance to attacks) Move: None Manipulate: none Reaction: If the fiend leaves my reach - opportunity Sneak Attack If it attacks me physically, Uncanny Dodge
  5. RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 5/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 "Well, I was right about there being more traps..." Riffraff commented, wrinkling up his nose as he stared at the crushed corpse "..I'm just grateful it was someone else who set'em off!" He helped pull the rope to retrieve the body, keen to stay away from any possible trigger, then rubbed his hands with glee as he looked at the chainmail and goggles. "Our first paycheck!" he stated rather greedily, before turning to Allera to ask "So...whaddaya think? Some kinda magical gizmo?" Mechanics Main Hand: Empty Off Hand: Empty Action: help pull the rope Bonus Action: none Move: none Manipulate: sheathe dagger Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest
  6. PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 Ru's pulse begins to rise as she takes in the scene in the basement. There are more of the witches and a demonic figure who threatens the life of one of the prisoners...just the kind of excitement she's been hoping for. Not wanting to rush in whilst Baldur tries to be diplomatic, Ru calmly and quietly continues down the steps, backing away slowly south as she tries to keep her eyes on both the diabolical fiend and the coven. She knows that she has the ability to swiftly travel across the room to where she's needed, and she thanks the gods that she didn't waste her powers earlier. Mechanics Main Hand: Rapier Off Hand: Empty Action: hold action to see response Bonus Action: none Move: S S E S Manipulate: none
  7. KenkuAbility Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. Creature Type. You are a Humanoid. Size. Your size is Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign., InvestigatorSkill Proficiencies: Choose two from among Insight, Investigation, or Perception Tool Proficiencies: Disguise kit, thieves' tools Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table) a set of common clothes, and 10gp. Features - Official Inquiry You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. - Rogue 1 AC: 15 | HP: 8/8 | Init: +3 | PP: 17 Sneak Attack: 1d6 | DM Inspiration: 0 EEEEK! is filled with mixed emotions as he fails to catch the seed. Obviously he's sad not to have won a prize, but there's such fun to be had jumping around trying to catch them. A moment later his eyes brighten as for the second time Siegfried tries to cheer up the nervous teen, attempting to give the young kenku his prize...two acts of kindness...the magpies were right!" Taking a dandelion he screws up his face and blows, eyes tight shut as he wishes, and wishes and... Seconds later he hears Siegfried mention the dragonfly ride and his eyes pop open, mouth gaping in disbelief. "Oh...ummm...please Mr Siegfried...PLEASE...oh yes, the dragonflies...oh I so want to try them!" he exclaims, hopping up and down excitedly. After all, it isn't every day your wishes come true! Mechanics Main Hand: Empty Off Hand: Empty Action: make a wish Bonus Action: none Move: none Manipulate: none
  8. Everyone knows I can't resist a roll... Blimey! The first set are scorching!!! Now I've just got to find a hook.......
  9. PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 "Right behind ya Baldur! If you spot something, let me know..." Ru follows the dwarf down the steps, stepping lightly and drawing her blade once more, the bright steel sliding silently from its sheath. Mechanics Main Hand: Rapier Off Hand: Empty Action: none Bonus Action: none Move: down the steps Manipulate: draw rapier
  10. Good to hear from you...I know how hard RL can bite! Looking forward to getting back into the story.
  11. I concur. It's true that we will probably need more clues to crack this, but surely it has to translate into a known language..probably English (I hope)
  12. Ylsa "Flagonfist" - Duergar Rune Knight 5 AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120' Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 | Despite putting aside her revulsion at the stench of the foul creature, Ylsa still couldn't bear the thought of strikiing it with her bare hands. Scowling, she pulled forth her maul and moved quickly to join Lexandra, sweeping twice at the monstrosity. Movement: W W W W W S Action: 2 attacks Bonus Action: none Reaction: none Key Features Languages: Common, Undercommon, Giant Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Fighting style Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Fire Rune This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Stone Rune This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Giant Might At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
  13. KenkuAbility Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. Creature Type. You are a Humanoid. Size. Your size is Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign., InvestigatorSkill Proficiencies: Choose two from among Insight, Investigation, or Perception Tool Proficiencies: Disguise kit, thieves' tools Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table) a set of common clothes, and 10gp. Features - Official Inquiry You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. - Rogue 1 AC: 15 | HP: 8/8 | Init: +3 | PP: 17 Sneak Attack: 1d6 | DM Inspiration: 0 The strange Mr Fixit clicks his jaws together and EEEEK! jumps slightly at the noise. He gulps and nods, then takes a deep breath, nerves and excitement filling his stomach with the wings of a million butterflies. "Ummm...yes...yes, I do believe I'm ready!" he mutters quietly as he spots 2 magpies in a nearby tree...2 for joy!! Stepping inside, ticket clutched tightly in his hand, the magpies seem to have spoken true. This is certainly a wondrous place, and the sights, sounds and smells leave EEEEK wide eyed and open mouthed. As the tree approaches, the young Kenku carefully puts his ticket in his coin purse so that his hands are free to catch the whirring, spinning seeds. Alas, they flutter through his fingers...flight! Ever the curse of his race! Mechanics Main Hand: Empty Off Hand: Empty Action: catch seed (Dex check) Bonus Action: none Move: none Manipulate: none
  14. Not sure what's happening at the moment. FYI - Sorry...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  15. FYI Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  16. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  17. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  18. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  19. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  20. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
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